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Computer games : learning objectives, cognitive performance and effects on development /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Soria, Agustin, 1954-, Maldonado, Julián
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : Nova Science Publisher's, ©2010.
Colección:Computer science, technology and applications.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT
  • COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT
  • CONTENTS
  • PREFACE
  • EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES
  • Abstract
  • 1. Introduction
  • 2. Model
  • 2.1. Game Application Model
  • 2.2. Game Load Complexity Model
  • 2.3. Game Hosting Model
  • 2.4. Complete Game Ecosystem Model
  • 3. Architecture
  • 4. Monitoring
  • 4.1. Real-Time Metrics
  • 4.2. Monitored Entities
  • 4.2.1. Host Entity4.2.2. Game Process Entity
  • 4.2.3. Game Local Session Entity
  • 4.3. Monitoring Method
  • 5. Load Prediction
  • 5.1. Predictor Families
  • 5.2. Prediction Method
  • 5.3. Neural Network-Based Prediction
  • 5.3.1. Preprocessor
  • 5.3.2. Signal Expander
  • 5.3.3. Neural Network
  • 5.3.4. Postprocessor
  • 5.3.5. Utilisation
  • 5.3.6. Complexity Analysis
  • 5.4. Implementation
  • 5.5. Distributed FPS Game Simulator
  • 5.6. Neural Network Tuning
  • 5.6.1. Network Type
  • 5.6.2. Network Structure
  • 5.6.3. Transfer Function
  • 5.6.4. Signal Expanding5.7. Prediction Results
  • 6. Capacity Management
  • 6.1. Processor Load Model
  • 6.2. Memory Load Model
  • 6.3. Network Load Model
  • 6.4. General Load Model
  • 7. Resource Allocation
  • 8. Conclusions
  • References
  • A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES
  • Abstract
  • Introduction
  • Game Categorization
  • Epistemic Patterns
  • Pattern List
  • Arranging
  • Assigning
  • Collecting
  • Comparing
  • Composing
  • Filtering
  • Linking
  • Probing
  • Searching
  • Selecting
  • Analysis of Games Using These PatternsAdventures of Lolo
  • Bejeweled
  • Blocksum
  • Bookworm
  • Civilization IV
  • The Incredible Machine
  • Legend of Zelda: Ocarina of Time
  • Myst
  • Pacman
  • Step-By-Step
  • Tetris
  • Conclusion
  • References
  • PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD
  • Abstract
  • Introduction
  • Digital Game Playing and Emotion Regulation
  • Patterns of Playing Digital Games and Depressed Mood
  • The Current Study
  • Methods
  • Participants
  • Study Procedure
  • Measures
  • ResultsDescriptive Results
  • Digital Game Playing Patterns
  • Digital Game Playing Patterns and Depressed Mood
  • Conclusion
  • Acknowledgements
  • References
  • VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING
  • Abstract
  • Introduction
  • Scope of this Chapter
  • Video Games for Learning
  • Video Games for Health
  • Concrete Versus Conceptual Games
  • Learning Theory and Health Game Design
  • The Example of Re-Mission
  • Symbolic Self Modeling in Re-Mission
  • Other Learning Principles in Re-Mission
  • Conclusion
  • References